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authorClément Foucault <foucault.clem@gmail.com>2022-03-19 15:13:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-20 00:05:34 +0300
commit3eaf3453529c40bda6d079cc3942abb678489e1a (patch)
treef2828f412078f81bbf241ac71c94f970b0c9b299 /source/blender/draw/intern
parent84a0e04296f7f0474f24da526adfe43a581d32e2 (diff)
DRW: Introduce GPencil common GLSL library
This library contains the needed functions to render GPencil object geometry. Centralizing these will make it possible for other draw engines (EEVEE, Overlay) to reuse the same vertex shader code and possibly the same fragment rejection methods.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/shaders/common_gpencil_lib.glsl409
-rw-r--r--source/blender/draw/intern/shaders/draw_object_infos_info.hh1
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh24
3 files changed, 434 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_gpencil_lib.glsl b/source/blender/draw/intern/shaders/common_gpencil_lib.glsl
new file mode 100644
index 00000000000..8d0ba713616
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_gpencil_lib.glsl
@@ -0,0 +1,409 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+#ifndef DRW_GPENCIL_INFO
+# error "Missing additional info draw_gpencil"
+#endif
+
+#ifdef GPU_FRAGMENT_SHADER
+float gpencil_stroke_round_cap_mask(vec2 p1, vec2 p2, vec2 aspect, float thickness, float hardfac)
+{
+ /* We create our own uv space to avoid issues with triangulation and linear
+ * interpolation artifacts. */
+ vec2 line = p2.xy - p1.xy;
+ vec2 pos = gl_FragCoord.xy - p1.xy;
+ float line_len = length(line);
+ float half_line_len = line_len * 0.5;
+ /* Normalize */
+ line = (line_len > 0.0) ? (line / line_len) : vec2(1.0, 0.0);
+ /* Create a uv space that englobe the whole segment into a capsule. */
+ vec2 uv_end;
+ uv_end.x = max(abs(dot(line, pos) - half_line_len) - half_line_len, 0.0);
+ uv_end.y = dot(vec2(-line.y, line.x), pos);
+ /* Divide by stroke radius. */
+ uv_end /= thickness;
+ uv_end *= aspect;
+
+ float dist = clamp(1.0 - length(uv_end) * 2.0, 0.0, 1.0);
+ if (hardfac > 0.999) {
+ return step(1e-8, dist);
+ }
+ else {
+ /* Modulate the falloff profile */
+ float hardness = 1.0 - hardfac;
+ dist = pow(dist, mix(0.01, 10.0, hardness));
+ return smoothstep(0.0, 1.0, dist);
+ }
+}
+#endif
+
+vec2 gpencil_decode_aspect(int packed_data)
+{
+ float asp = float(uint(packed_data) & 0x1FFu) * (1.0 / 255.0);
+ return (asp > 1.0) ? vec2(1.0, (asp - 1.0)) : vec2(asp, 1.0);
+}
+
+float gpencil_decode_uvrot(int packed_data)
+{
+ uint udata = uint(packed_data);
+ float uvrot = 1e-8 + float((udata & 0x1FE00u) >> 9u) * (1.0 / 255.0);
+ return ((udata & 0x20000u) != 0u) ? -uvrot : uvrot;
+}
+
+float gpencil_decode_hardness(int packed_data)
+{
+ return float((uint(packed_data) & 0x3FC0000u) >> 18u) * (1.0 / 255.0);
+}
+
+vec2 gpencil_project_to_screenspace(vec4 v, vec4 viewport_size)
+{
+ return ((v.xy / v.w) * 0.5 + 0.5) * viewport_size.xy;
+}
+
+float gpencil_stroke_thickness_modulate(float thickness, vec4 ndc_pos, vec4 viewport_size)
+{
+ /* Modify stroke thickness by object and layer factors. */
+ thickness = max(1.0, thickness * gpThicknessScale + gpThicknessOffset);
+
+ if (gpThicknessIsScreenSpace) {
+ /* Multiply offset by view Z so that offset is constant in screenspace.
+ * (e.i: does not change with the distance to camera) */
+ thickness *= ndc_pos.w;
+ }
+ else {
+ /* World space point size. */
+ thickness *= gpThicknessWorldScale * ProjectionMatrix[1][1] * viewport_size.y;
+ }
+ return thickness;
+}
+
+float gpencil_clamp_small_stroke_thickness(float thickness, vec4 ndc_pos)
+{
+ /* To avoid aliasing artifacts, we clamp the line thickness and
+ * reduce its opacity in the fragment shader.*/
+ float min_thickness = ndc_pos.w * 1.3;
+ thickness = max(min_thickness, thickness);
+
+ return thickness;
+}
+
+#ifdef GPU_VERTEX_SHADER
+
+/* Trick to detect if a drawcall is stroke or fill.
+ * This does mean that we need to draw an empty stroke segment before starting
+ * to draw the real stroke segments. */
+# define GPENCIL_IS_STROKE_VERTEX (gl_InstanceID != 0)
+
+/**
+ * Returns value of gl_Position.
+ *
+ * To declare in vertex shader.
+ * in ivec4 ma, ma1, ma2, ma3;
+ * in vec4 pos, pos1, pos2, pos3, uv1, uv2, col1, col2, fcol1;
+ *
+ * All of these attributes are quad loaded the same way
+ * as GL_LINES_ADJACENCY would feed a geometry shader:
+ * - ma reference the previous adjacency point.
+ * - ma1 reference the current line first point.
+ * - ma2 reference the current line second point.
+ * - ma3 reference the next adjacency point.
+ * Note that we are rendering quad instances and not using any index buffer
+ *(except for fills).
+ *
+ * Material : x is material index, y is stroke_id, z is point_id,
+ * w is aspect & rotation & hardness packed.
+ * Position : contains thickness in 4th component.
+ * UV : xy is UV for fills, z is U of stroke, w is strength.
+ *
+ *
+ * WARNING: Max attribute count is actually 14 because OSX OpenGL implementation
+ * considers gl_VertexID and gl_InstanceID as vertex attribute. (see T74536)
+ **/
+vec4 gpencil_vertex(ivec4 ma,
+ ivec4 ma1,
+ ivec4 ma2,
+ ivec4 ma3,
+ vec4 pos,
+ vec4 pos1,
+ vec4 pos2,
+ vec4 pos3,
+ vec4 uv1,
+ vec4 uv2,
+ vec4 col1,
+ vec4 col2,
+ vec4 fcol1,
+ vec4 viewport_size,
+ gpMaterialFlag material_flags,
+ vec2 alignment_rot,
+ /* World Position. */
+ out vec3 out_P,
+ /* World Normal. */
+ out vec3 out_N,
+ /* Vertex Color. */
+ out vec4 out_color,
+ /* Stroke Strength. */
+ out float out_strength,
+ /* UV coordinates. */
+ out vec2 out_uv,
+ /* Screen-Space segment endpoints. */
+ out vec4 out_sspos,
+ /* Stroke aspect ratio. */
+ out vec2 out_aspect,
+ /* Stroke thickness (x: clamped, y: unclamped). */
+ out vec2 out_thickness,
+ /* Stroke hardness. */
+ out float out_hardness)
+{
+# define thickness1 pos1.w
+# define thickness2 pos2.w
+# define strength1 uv1.w
+# define strength2 uv2.w
+/* Packed! need to be decoded. */
+# define hardness1 ma1.w
+# define hardness2 ma2.w
+# define uvrot1 ma1.w
+# define aspect1 ma1.w
+
+ vec4 out_ndc;
+
+ if (GPENCIL_IS_STROKE_VERTEX) {
+ bool is_dot = flag_test(material_flags, GP_STROKE_ALIGNMENT);
+ bool is_squares = !flag_test(material_flags, GP_STROKE_ALIGNMENT);
+
+ /* Special Case. Stroke with single vert are rendered as dots. Do not discard them. */
+ if (!is_dot && ma.x == -1 && ma2.x == -1) {
+ is_dot = true;
+ is_squares = false;
+ }
+
+ /* Endpoints, we discard the vertices. */
+ if (ma1.x == -1 || (!is_dot && ma2.x == -1)) {
+ /* We set the vertex at the camera origin to generate 0 fragments. */
+ out_ndc = vec4(0.0, 0.0, -3e36, 0.0);
+ return out_ndc;
+ }
+
+ /* Avoid using a vertex attribute for quad positioning. */
+ float x = float(gl_VertexID & 1) * 2.0 - 1.0; /* [-1..1] */
+ float y = float(gl_VertexID & 2) - 1.0; /* [-1..1] */
+
+ bool use_curr = is_dot || (x == -1.0);
+
+ vec3 wpos_adj = transform_point(ModelMatrix, (use_curr) ? pos.xyz : pos3.xyz);
+ vec3 wpos1 = transform_point(ModelMatrix, pos1.xyz);
+ vec3 wpos2 = transform_point(ModelMatrix, pos2.xyz);
+
+ vec3 T;
+ if (is_dot) {
+ /* Shade as facing billboards. */
+ T = ViewMatrixInverse[0].xyz;
+ }
+ else if (use_curr && ma.x != -1) {
+ T = wpos1 - wpos_adj;
+ }
+ else {
+ T = wpos2 - wpos1;
+ }
+ T = safe_normalize(T);
+
+ vec3 B = cross(T, ViewMatrixInverse[2].xyz);
+ out_N = normalize(cross(B, T));
+
+ vec4 ndc_adj = point_world_to_ndc(wpos_adj);
+ vec4 ndc1 = point_world_to_ndc(wpos1);
+ vec4 ndc2 = point_world_to_ndc(wpos2);
+
+ out_ndc = (use_curr) ? ndc1 : ndc2;
+ out_P = (use_curr) ? wpos1 : wpos2;
+ out_strength = abs((use_curr) ? strength1 : strength2);
+
+ vec2 ss_adj = gpencil_project_to_screenspace(ndc_adj, viewport_size);
+ vec2 ss1 = gpencil_project_to_screenspace(ndc1, viewport_size);
+ vec2 ss2 = gpencil_project_to_screenspace(ndc2, viewport_size);
+ /* Screenspace Lines tangents. */
+ float line_len;
+ vec2 line = safe_normalize_len(ss2 - ss1, line_len);
+ vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
+
+ float thickness = abs((use_curr) ? thickness1 : thickness2);
+ thickness = gpencil_stroke_thickness_modulate(thickness, out_ndc, viewport_size);
+ float clamped_thickness = gpencil_clamp_small_stroke_thickness(thickness, out_ndc);
+
+ out_uv = vec2(x, y) * 0.5 + 0.5;
+ out_hardness = gpencil_decode_hardness(use_curr ? hardness1 : hardness2);
+
+ if (is_dot) {
+ uint alignement_mode = material_flags & GP_STROKE_ALIGNMENT;
+
+ /* For one point strokes use object alignment. */
+ if (alignement_mode == GP_STROKE_ALIGNMENT_STROKE && ma.x == -1 && ma2.x == -1) {
+ alignement_mode = GP_STROKE_ALIGNMENT_OBJECT;
+ }
+
+ vec2 x_axis;
+ if (alignement_mode == GP_STROKE_ALIGNMENT_STROKE) {
+ x_axis = (ma2.x == -1) ? line_adj : line;
+ }
+ else if (alignement_mode == GP_STROKE_ALIGNMENT_FIXED) {
+ /* Default for no-material drawing. */
+ x_axis = vec2(1.0, 0.0);
+ }
+ else { /* GP_STROKE_ALIGNMENT_OBJECT */
+ vec4 ndc_x = point_world_to_ndc(wpos1 + ModelMatrix[0].xyz);
+ vec2 ss_x = gpencil_project_to_screenspace(ndc_x, viewport_size);
+ x_axis = safe_normalize(ss_x - ss1);
+ }
+
+ /* Rotation: Encoded as Cos + Sin sign. */
+ float uv_rot = gpencil_decode_uvrot(uvrot1);
+ float rot_sin = sqrt(max(0.0, 1.0 - uv_rot * uv_rot)) * sign(uv_rot);
+ float rot_cos = abs(uv_rot);
+ /* TODO(@fclem): Optimize these 2 matrix mul into one by only having one rotation angle and
+ * using a cosine approximation. */
+ x_axis = mat2(rot_cos, -rot_sin, rot_sin, rot_cos) * x_axis;
+ x_axis = mat2(alignment_rot.x, -alignment_rot.y, alignment_rot.y, alignment_rot.x) * x_axis;
+ /* Rotate 90° Counter-Clockwise. */
+ vec2 y_axis = vec2(-x_axis.y, x_axis.x);
+
+ out_aspect = gpencil_decode_aspect(aspect1);
+
+ x *= out_aspect.x;
+ y *= out_aspect.y;
+
+ /* Invert for vertex shader. */
+ out_aspect = 1.0 / out_aspect;
+
+ out_ndc.xy += (x * x_axis + y * y_axis) * viewport_size.zw * clamped_thickness;
+
+ out_sspos.xy = ss1;
+ out_sspos.zw = ss1 + x_axis * 0.5;
+ out_thickness.x = (is_squares) ? 1e18 : (clamped_thickness / out_ndc.w);
+ out_thickness.y = (is_squares) ? 1e18 : (thickness / out_ndc.w);
+ }
+ else {
+ bool is_stroke_start = (ma.x == -1 && x == -1);
+ bool is_stroke_end = (ma3.x == -1 && x == 1);
+
+ /* Mitter tangent vector. */
+ vec2 miter_tan = safe_normalize(line_adj + line);
+ float miter_dot = dot(miter_tan, line_adj);
+ /* Break corners after a certain angle to avoid really thick corners. */
+ const float miter_limit = 0.5; /* cos(60°) */
+ bool miter_break = (miter_dot < miter_limit);
+ miter_tan = (miter_break || is_stroke_start || is_stroke_end) ? line :
+ (miter_tan / miter_dot);
+ /* Rotate 90° Counter-Clockwise. */
+ vec2 miter = vec2(-miter_tan.y, miter_tan.x);
+
+ out_sspos.xy = ss1;
+ out_sspos.zw = ss2;
+ out_thickness.x = clamped_thickness / out_ndc.w;
+ out_thickness.y = thickness / out_ndc.w;
+ out_aspect = vec2(1.0);
+
+ vec2 screen_ofs = miter * y;
+
+ /* Reminder: we packed the cap flag into the sign of strength and thickness sign. */
+ if ((is_stroke_start && strength1 > 0.0) || (is_stroke_end && thickness1 > 0.0) ||
+ (miter_break && !is_stroke_start && !is_stroke_end)) {
+ screen_ofs += line * x;
+ }
+
+ out_ndc.xy += screen_ofs * viewport_size.zw * clamped_thickness;
+
+ out_uv.x = (use_curr) ? uv1.z : uv2.z;
+ }
+
+ out_color = (use_curr) ? col1 : col2;
+ }
+ else {
+ /* Fill vertex. */
+ out_P = transform_point(ModelMatrix, pos1.xyz);
+ out_ndc = point_world_to_ndc(out_P);
+ out_uv = uv1.xy;
+ out_thickness.x = 1e18;
+ out_thickness.y = 1e20;
+ out_hardness = 1.0;
+ out_aspect = vec2(1.0);
+ out_sspos = vec4(0.0);
+
+ /* Flat normal following camera and object bounds. */
+ vec3 V = cameraVec(ModelMatrix[3].xyz);
+ vec3 N = normal_world_to_object(V);
+ N *= OrcoTexCoFactors[1].xyz;
+ N = normal_object_to_world(N);
+ out_N = safe_normalize(N);
+
+ /* Decode fill opacity. */
+ out_color = vec4(fcol1.rgb, floor(fcol1.a / 10.0));
+ out_color.a /= 10000.0;
+
+ /* We still offset the fills a little to avoid overlaps */
+ out_ndc.z += 0.000002;
+ }
+
+# undef thickness1
+# undef thickness2
+# undef strength1
+# undef strength2
+# undef hardness1
+# undef hardness2
+# undef uvrot1
+# undef aspect1
+
+ return out_ndc;
+}
+
+vec4 gpencil_vertex(ivec4 ma,
+ ivec4 ma1,
+ ivec4 ma2,
+ ivec4 ma3,
+ vec4 pos,
+ vec4 pos1,
+ vec4 pos2,
+ vec4 pos3,
+ vec4 uv1,
+ vec4 uv2,
+ vec4 col1,
+ vec4 col2,
+ vec4 fcol1,
+ vec4 viewport_size,
+ out vec3 out_P,
+ out vec3 out_N,
+ out vec4 out_color,
+ out float out_strength,
+ out vec2 out_uv,
+ out vec4 out_sspos,
+ out vec2 out_aspect,
+ out vec2 out_thickness,
+ out float out_hardness)
+{
+ return gpencil_vertex(ma,
+ ma1,
+ ma2,
+ ma3,
+ pos,
+ pos1,
+ pos2,
+ pos3,
+ uv1,
+ uv2,
+ col1,
+ col2,
+ fcol1,
+ viewport_size,
+ GP_STROKE_ALIGNMENT_OBJECT,
+ vec2(1.0, 0.0),
+ out_P,
+ out_N,
+ out_color,
+ out_strength,
+ out_uv,
+ out_sspos,
+ out_aspect,
+ out_thickness,
+ out_hardness);
+}
+
+#endif
diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
index 11b33dec0d4..392b016fc3b 100644
--- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh
+++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh
@@ -4,4 +4,5 @@
GPU_SHADER_CREATE_INFO(draw_object_infos)
.typedef_source("draw_shader_shared.h")
+ .define("OBINFO_LIB")
.uniform_buf(1, "ObjectInfos", "drw_infos[DRW_RESOURCE_CHUNK_LEN]", Frequency::BATCH);
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 4a148901d66..a699b9013ef 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -103,4 +103,28 @@ GPU_SHADER_CREATE_INFO(draw_pointcloud)
GPU_SHADER_CREATE_INFO(draw_volume).additional_info("draw_modelmat", "draw_resource_id_uniform");
+GPU_SHADER_CREATE_INFO(draw_gpencil)
+ .typedef_source("gpencil_shader_shared.h")
+ .define("DRW_GPENCIL_INFO")
+ .vertex_in(0, Type::IVEC4, "ma")
+ .vertex_in(1, Type::IVEC4, "ma1")
+ .vertex_in(2, Type::IVEC4, "ma2")
+ .vertex_in(3, Type::IVEC4, "ma3")
+ .vertex_in(4, Type::VEC4, "pos")
+ .vertex_in(5, Type::VEC4, "pos1")
+ .vertex_in(6, Type::VEC4, "pos2")
+ .vertex_in(7, Type::VEC4, "pos3")
+ .vertex_in(8, Type::VEC4, "uv1")
+ .vertex_in(9, Type::VEC4, "uv2")
+ .vertex_in(10, Type::VEC4, "col1")
+ .vertex_in(11, Type::VEC4, "col2")
+ .vertex_in(12, Type::VEC4, "fcol1")
+ /* Per Object */
+ .push_constant(Type::FLOAT, "gpThicknessScale") /* TODO(fclem): Replace with object info. */
+ .push_constant(Type::FLOAT, "gpThicknessWorldScale") /* TODO(fclem): Same as above. */
+ .define("gpThicknessIsScreenSpace", "(gpThicknessWorldScale < 0.0)")
+ /* Per Layer */
+ .push_constant(Type::FLOAT, "gpThicknessOffset")
+ .additional_info("draw_modelmat", "draw_resource_id_uniform", "draw_object_infos");
+
/** \} */